Plants vs. Zombies Walkthrough :
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Walkthrough - Plants vs Zombies Guide / Walkthrough
=============================================================================== Plants vs Zombies - INTRODUCTION =============================================================================== If you've played various defend the base flash games (Storm the House 3 and The Last Stand 2 are among the best flash ones since 2008), then you'll be familiar with Plants vs Zombies, which basically charges you $20 to play. The basic goal is to prevent the enemy horde from breaching your defences and destroying your base. Various defensive devices are used, and there is a measure of resource management involved. In a way, these games are like RTS- lite, although Storm the House and Last Stand are essentially light gun shooters combined with base defence. In Plants vs Zombies, the player does not have an active attacking role. Instead, he must rely on the placed units (making the game much more RTS). Without his units, the game is likely over. =============================================================================== Plants vs Zombies - BASICS =============================================================================== The game practically walks you through the game, throwing in more units to build as the Adventure mode progresses. This type of hand holding is obnoxious in most other videogames, but done well enough that an online guide is superfluous. Only the most vexxing problems are covered in this file. You ebgin by placing a Sunflower or Sun-shroom. These units generate the resource the game refers to as Sun (in this file, SUn Points). Using Sun points, you may build other units capable of attack. The other resource would be money. This is used to purchase permanent upgrades, such as more unit slots, enhanced units, and extra game modes. Money is secondary, although you will earn some simply from playing mini-games, etc. =============================================================================== Plants vs Zombies - ADVENTURE MODE =============================================================================== Playing through adventure mode will unlock your units, enemies, and other modes in the game (completing the game will unlock all modes). Playing the adventure mode subsequent times will impose certain challenges and limitations on your starting units, but all stages will end up giving you money. Since much of the game is handled so well, here're some handy pointers: (1) Plan your resource acquisition accordingly. Zombies do not appear for about 15 seconds, giving you the time needed to plant a sunflower or two before the attack. Planting too many resource units will leave you defenceless. Planting too many attacking units may leave you with a resource shortage for more advanced units. (2) Place an attacking unit in response to the attacking lane. You can have a great line of defence but a lane that has no attackers means your base will be vulnerable to just one approaching enemy. (3) Keep clicking. An idle mouse means you are not taking in resources, money, or placing/replacing damaged or destroyed units. Although you do not go into click fury early (like in a traditional RTS) you will need to click quickly and accurately once the attackers increase in numbers and ferocity. (4) Take only the units you can use. Cheaper units are needed to repel the first attackers when you are still stocking up on Sun Points. Advanced units are more expensive, but needed to destroy the tougher (or more numerous) enemies later. (5) While you can keep your resource generators in the back column, the attackers never change lanes when moving right to left. Hence, you can place resource units on lanes that are protected by Garlic (an advanced unit) or Walls (provided you have a unit shooting the attacking zombies). (6) In the time track stages (where free units are spawned across a timing bar on the top of the screen), learn to leave the most powerful units to sit in the time bar (so you can use them later). You will need to be selective about your choices late in the game. As you progress deeper into adventure mode, other conditions will occur that will make you change your tactics, although the strategy will be the same. (Head Stone) Head stones are occupied cells during nighttime. You cannot place units there, but you can expect zombies to spawn from them instead of just off the screen. Use the Grave Buster unit (a one use unit) to destroy head stones and make the cell a plant friendly spot. Note that a zombie can destroy your grave buster if it is close enough. Destroyed graves often drop money. (Night Time) Night time will affect your resource gathering. Since there are no free sun points dropped in night stages, you use the cheaper but more limited mushroom units. Keep in mind that you can still build day (flower) units, but for the most part, you operate with a different set of gear. Rely on the cheaper units and cover their limitations so they will work for you. (Pool Water) The water hazard introduces the dangerous element of placing an extra unit on a water cell before a unit can be placed on it. This extra cost of Sun Points is designed to dick with your resource management and to frustrate construction. Very few units can be placed in water directly, and the night stages with water can be problematic. (Heavy Mist) Heavy fog obscures parts of the screen, making it hard to predict to place units, etc. YOu can use a lantern plant to light up the afflicted area, or the one-use blower plant to eradicate the fog and balloon zombies in one sweep. The key to fighting fog is to spread out the Puff Shrooms at first to get your early warning system. Although you need two Puff Shrooms in a lane to prevent a single zombie for breaching both units, having early warning lets you place units where you need them. (Tiled Roof) This final stage is a hassle since you have to build soil pots for units to be placed. Additionally, the battlescape is divided in twain. At the middle, the battlescape slopes down on the left side. This means units using indirect fire are needed. Direct-fire plants will not be able to hit anything on the right side of the battlescape, unless they are built on the right side of the map. Indirect units will be able to attack the final boss as well. =============================================================================== Plants vs Zombies - PLANT UNITS =============================================================================== Sun Flower A resource generating unit. Quite possibly the first basic unit you will upgrade. The basic unit generates 25 sun points. The more you build, the more sun points will be available. Twin Sun Flower An advanced unit that replaces the basic unit. Generates 50 sun points instead of 25 each time interval (it's two pick-ups). Build a few in the last few stages so you can cover the increased costs of units then. Pea Shooter This is the most basic attack unit. While its firing rate is lackluster, it is also cheap. This means you can build them early on when resources are tight. Snow Pea A non-lethal version of the basic shooter unit. The shots will slow down zombies so they can be shot to death by other units. However, the ice shots do no damage, so make sure you have this unit supported by a lethal unit. Repeater An uprated basic shooting unit. While it fires more shots, it costs twice as much. Have it augment your basic shooter, then use the shovel tool to dig out basic units when you have more money. Gatling Repeater An advanced unit that replaces the Repeater. Fires twice the amount of shots, but costs more than double. The space savings is worth it. Threepeater A hydra version of the basic shooter. Fires in its own lane and the two lanes adjacent. Put this unit in the middle three lanes but not the two lanes on the very top or bottom (or you waste a shot). Split Pea An attacking plant that shoots one shot to the right and two shots to the left. Basically designed to counter the Digging Zombie. Star Fruit An attacking plant that shoots in five directions. Note the angle of the arms. That is the direction of the shots (none are fired cardinally right, hence they are not handy to counter frontal assaults). Torch Wood A support unit that ignites direct-fire shots that pass through it. Fiery shots will do twice the amount of damage. Ice pellets that pass through this unit will become regular shots. Indirect fire units (the various catapults), the mushroom units, and the special projectile units (cactus and star fruit) cannot ignite their shots. Cactus An attack unit that can destroy airborne and surface zombies. Costs just a little more than the regular shooter, but not needed unless there're balloon zombies in the stage. Cabbage Pult An indirect fire unit. Used on the roof level due to the slope in the middle of the battlescape. Slower than the repeater, this unit needs to be aggregated or paired up to handle zombie hordes. Kernel Pult An indirect fire unit. Used on the roof level due to the slope in the middle of the battlescape. The unit's attacks are split between weak and heavy. The heavy shot will stop enemies for a short while, but the randomness of the damage curve is less than reliable in large hordes. Cob Cannon An advanced version of the Kernal Pult, requires two adjacent kernal pults. This is essentially a re-usable cherry bomb, but will take two of your valuable garden cells and upwards of 700 sun points to construct. Depending on the stage, you may or may not want to build any (it takes time to recharge its ballistic missile). Melon Pult An indirect fire unit. Used on the roof level due to the slope in the middle of the battlescape. Does heavy damage to all enemies. Winter Melon Pult An indirect fire unit that is the advanced version to the Melon Pult (replaces basic version). Each shot will freeze the enemy struck, in addition to doing damage. Wall Nut A defensive wall that can be destroyed, jumped, tunnelled, scaled, or flown over. However, very useful in some instances and in the extra challenges. Tall Nut A defensive wall that can be destroyed, tunnelled, scaled, or flown over. It is there to primarily to counter the pole-vaulting and dolphin-riding zombies. Pumpkin A defensive wall added to units. You can add this unit to lily pads, flower pots, or existing units to increase their defensive statistic. Garlic A special purpose wall. Most zombies (except the pole-vaulter, ice machine, ballon, digging, and Gargantuar) will move from the lane where this unit is placed into another valid lane (up or down). Use it to funnel enemies into your killzone. Umbrella Leaf A special purpose wall. This units protects eight other adjacent plants from the bungie zombie. Chomper A Pirahna plant reject from Super Mario Bros., this unit instantly devours any enemy (except for the ones who destroy plants on contact). However, while the unit digests the zombie, it is vulnerable to attack. Potato Mine One-use unit. Similar to the cherry bomb, but requires time to set up. However, once set-up, the unit will remain until it detonates. Only the enemies in the cells near or to the unit's right will be destroyed. Squash One-use unit. Place it in a cell and it will attack enemies in adjacent cells (in the same lane) in either direction. It will kill multiple enemies and damage some of the tougher enemies. Tangle Kelp One-use unit. Water only. Attacks only one enemy at a time. Cherry Bomb One-use unit. Place it in a cell and it will destroy all all enemies in the eight cells around the unit. Very handy but expensive and slow to build. Jalapeno One-use unit. Place it in a cell and it will destroy all enemies in a single lane. Use it to destroy ice-type attacks (last boss fight only). Spike Weed A long lasting placed weapon. It will be destroyed with gradual usage; put this in front of a wall or other tough plant and you can stack damage. If it destroys the ice machine zombie, the unit will also be destroyed. Spider Rock An advanced unit that replaces the Spike Weed. It can destroy multiple ice machine zombies before it explodes. Puff-shroom Inactive in day stages. A free short range shooting unit. Stack them in-depth to counter their weak defences and short attack range. While they are free, you will want them to survive or you'll get hosed. Sea-shroom Inactive in day stages. Aquatic only. A free short range shooting unit. While you want to stack it with other sea-shrooms, the build meter for this unit is slower than the regular puff-shroom, so you can't build them as fast. Sun-shroom Inactive in day stages. A budget resource unit. While it generates only 15 sun points at first, it will generate 25 sun points after a minute or two or existence. Fume-shroom Inactive in day stages. A short range, high damage attack unit that can penetrate the screen door the zombie's defence. Essentially, the flamethrower. Gloom-shroom Inactive in day stages. An advanced version that replaces the basic version of the fume-shroom. Damage is done in the area around the unit instead of along the lane. Hypno-shroom Inactive in day stages. One-use unit. Similar to the Potato Mine, but with no wait time. An enemy who contacts this unit will instantly turn around and attack enemies until it leaves or scrolls off the edge of the screen. Scaredy-shroom Inactive in day stages. A shooting unit that will stop working once an enemy gets close to it (includes adjacent lanes). Use Puff-shrooms to defend it and keep it far from enemies for it to function. At 25% the cost of a daytime attack unit, you can't beat its price. Ice-shroom Inactive in day stages. One-use unit. Freezes all enemies on the battlescape. Unlike the Snow Pea, this effect stops all movement instead of just slowing things down. Doom-shroom Inactive in day stages. One-use unit. Destroys all enemies in range similar to the cherry bomb (but with a larger radius). However, the ground cell it is on will be cratered and will refill after a short while. Magnet-shroom Inactive in day stages. A special purpose unit. This unit will attract metal objects from the following enemies: Bucket Zombie, Football Zombie, Ladder Zombie, and Digging ZOmbie. Gold Magnet-shroom Inactive in day stages. A special purpose unit. This unit will attract money items, but not enemy items. You can stack this with the marigold unit if you are lazy about clicking. Grave Buster A special purpose one-use unit. Destroys head stones. If placed near a zombie, it can be destroyed before it completes its task. Plantern A special purpose unit. Eradicates the fog effect as long as the unit is in play. If destroyed, the fog reappears. Blover A special purpose one-use unit. Gets rid of fog temporarily and kills airborne zombies when placed. Given the time it takes for the fog to return (and the fact the plant doesn't permanently occupy a space), the blover is more expensive, but more cost-effective in the long run. Lily Pad A required unit to build non-aquatic units on the water. If enemies are rushing your base in the water, build a few to stop enemies cheaply. Cat Tail An advanced unit to replace the lily pad. No other units will be placed on the lily pad in this case. This unit will attack balloon zombies and other enemies. Essentially an upgraded version of the cactus, but water only. Flower Pot A required unit to build units on the roof. This unit is one of the reasons why the roof stages are tough. Unless you have a soil pot, you cannot put down a unit. The extra expenditure of sun points and time to place the unit gives the enemy an advantage. Coffee Bean A special purpose one-use unit. Put this unit on a mushroom unit and it will be active during the daytime. Marigold A special purpose unit that spawns money instead of sun points. Build it only if you have a stage you can strongly manage the zombie horde. Imitater A special purpose unit that clones one plant in your collection in your seed bag. This lets you build a particular unit twice as fast. =============================================================================== Plants vs Zombies - ZOMBIE UNITS =============================================================================== In the ZOMBIE Puzzle Games, understanding the zombie unit behavior is as important as knowing the plant unit behavior. Zombie Basic zombie used in mass attacks. Once the head is shorn off, the zombie is dead or dying. Flag Bearer Basic zombie that signals a large horde. Completely unnecessary as the game already warns you of incoming zombie hordes. Safety Cone A zombie with a traffic cone on its head. This increases the defence slightly. In cases when you need a tough zombie but a Magnet-shroom is nearby, the Cone Zombie is a good deployment choice. Metal Bucket A zombie with a bucket on its head. This increases the defence greatly, but the Magnet-shroom will rob this unit of its heavy defence. Pole Vaulting Avoids the first plant it encounters in a lane by jumping over it, then proceeds as a basic zombie. Only the Tall Nut will counter this unit's ability. News Reading Destroying the newspaper of this unit will cause it to move faster. Screen Door Similar to the bucket zombie; shots do very little damage to this unit (except fire shots). The fume-shroom unit is best used to combat this. Footballer This is a high speed heavy attacker, so be sure to stack units against it. The magnet-shroom reduces its defence by robbing its helmet. Michael Jackson This unit is a summoner unit. It will create four additional (weaker) zombies around it and proceed to the house. If one of its back-up zombies is slain, it will stop at the first available cell and summon replacements. Unlike the movie version, this entity is not a pedophile. Back-up Dancer A conjured zombie from Michael Jackson. It has the same strength as the basic zombie and moves about the same despite being animated. Swimming Tube This zombie's swimming tube denotes that it will only attack in the two water lanes in the middle of the adventure mode. Snorkel This zombie can only be killed by cherry bombs, jalapenos, bog weed, squash, or from direct fire if they surface to attack walls and such. Zomboni (Ice Machine) The ice machine paves the lane with ice, denying units from building in that space, and allows for the bobsled monsters to attack. A spike weed will destroy the unit instantly, although concentrated fire also does the job. Note that the ice machine destroys plants on contact (except the spike weed). Bobsled An enemy who appears only when ice is available. Attacks using a bobsled. Dolphin Rider The aquatic version of the pole-vaulting zombie. Attacks by water. Jack-in-the-box A suicide bomber with an explosive jack-in-the-box. The effect is similar to detonating the cherry bomb near one of your units. Balloonist Airborne threat. Shoot it down using the cactus or cat tails, otherwise it can by pass all your units and attack the base directly. One of the more useful units when you play the zombie side. Digger A mining zombie. Attacks from left to right unless stopped by a magnet. Because of its attack, it will not threaten your base directly, but its defences. The split pea unit is the best way to attack it, although magnets will make it surface and attack normally. Pogo Stick This is the pole-vault zombie but he has infinite jumps. He will go over all your defending units until it reaches your base or if a magnet robs his pogo stick. Unknown Enemy This enemy has not revealed itself. Bungie Jumper A one-use zombie unit. It will remove a plant unit from play unless it is defended by an umbrella plant. Ladder The ladder zombie scales the first unit it encounters. The ladder that it leaves allows zombie units to move quickly over the obstacle (wall, etc.) to get to your base quickly. Catapult The wheelchair zombie will fire shots like your catapults. Spike weeds can thwart its approach (but you must place them far to the right). Building umbrella plants is better since it protects your forces from the bungie zombie and the catapult's shots which appear in the same roof stages. Gargantuar This unit destroys all plants on contact, and only concentrated fire will destroy it. Freezing the unit while attacking it is handy, although nuking it or building a hypno-shroom on it (as it passes by) is also good to counter it. Hunchback The small hunchback zombie is like the Castlevania Fleaman - small and annoying. Once launched from the gargantuar, it will attack like a basic zombie. It is weaker than a normal zombie though, and can't take many hits. Dr. Zomboss This boss is taken down automatically by your indirect fire units (it is a time bar fight). Save the Jalapeno and Ice-shroom cards to counter the boss' fire and ice attacks (the fire attacks are easier to counter since the ice- shroom affects the whole screen). Your Jalapeno can injure the boss if you can manage the perspective. Otherwise, just let your plants do the damage and keep them supported to finish the job. =============================================================================== Plants vs Zombies - EXTRA MODES =============================================================================== These are extra modes and take some of the same lessons you've encountered in Adventure Mode and tests you against them. Retrying is part of the learning experience, so have fun. Completing the extra challenges awards you with more money, and you're sure to pass a lot of time with these games. Don't forget about your Zen garden. =============================================================================== Plants vs Zombies - MINI-GAMES =============================================================================== ZomBotany The zombies now have plant unit traits (like the ability to shoot back). This makes them much harder to deal with, and wall nut units are vital to keep your base safe. Consider using the imitator and wall nut repair modules (replace damaged wall nuts instantly with new ones) to counter this threat. Note if you rely on Garlic (as you sometimes opt to on the roof stages and survival), this just shifts the enemies to another lane (possibly concentrating their firepower). Wall-Nut Bowling Similar to the wall-nut bowling stage in adventure mode. Let the red wall nuts stack up in your time bar so you can mass kill tough zombies. Use the regular wall nuts for everything else. Keep an eye on the level progress meter and if you are near the end of it, let your lawn mowers (last line of defence) take out a line of zombies if you are short on ammo. Slot Machine Use 25 sun points to pull the lever. Prizes are awarded for combinations and come in free plants, sun points, etc. Get some defences to keep zombies busy, and build up the sun points to the required quota before things get out of control. It's Raining Seeds A very easy stage where free plant units are dropped across the battlescape. Plant them quickly before they vanish. The pool map is used, and the lack of lily pads will be the only problem you may face. Beghouled Plagiarized from bejeweled. Exchange the position of two adjacent units in one of the four cardinal directions (up, down, left, right) and if there is a match of three, you destroy those units and get new ones. An invalid match nulls the movement. Use sun points gained to shuffle the board (although there is a 80% chance there is always a match on the screen). Upgrade the units if you need to. Makes the battlescape much tougher to cross. Make the quota of matches and the challenge is done. Invisi-Ghoul A very tough challenge. Lay down warning attackers on all lanes and bulk them up. The ice-shroom should be used to locate where the zombies are (by the ice patches on their feet). You will get lucky or frustrated. The suicide zombies are invisible and very tough to counter. Luckily they do not travel on water. Seeing Stars Build star fruit onto the cells noted on the battlescape by star fuit holograms. It takes a good amoutn of sun points, so set up your defences (gatling shooters with torchwood handles most problems) and fill up the required cells. Zombiequarium Click the tank to spawn three brains for the zombies to eat. The more zombies in the tank, the more sun points they generate. The zombies die after a while (they turn green) unless they are constantly fed on brains. Click the top area so the brains slowly drop down to the bottom of the tank. Beghouled Twist A variant where four square-adjacent units are rotated once clockwise. If there is a match, the rotation is made, otherwise, try again. Madly clicking everywhere will get you by half the time as there is almost always a match to be made. Collect the sun points and upgrade the units as well. Big Trouble Little ZOmbie Simply small zombies at the pool battlescape. Nothing has changed, although the zombies are a little faster than normal. Portal Combat A play on Mortal Kombat, but mostly Portal (from Valve). The four portals are linked by a pairing (the black one with the black one, white with white, etc.), so that accounts for the difference in appearance. Set up your units to guard the rear columns as the portals will shift. Essentially, a zombie advancing in a lane that has a portal may be required to walk twice as far to reach the base or about half as far if the portals are in unfavorable alignment. Shooters with torchwood are fine for this level. Add a cactus to deal with the airborne zombies and you should be okay. Column Like Your See 'em This is a time bar fight relying on a few units that are placed in the whole column. The trouble comes from having your soil pots destroyed from the suicide zombies and gargantuars. Use the magnet-shroom to slow the advance of the enemy by robbing them of ladders. Put the walls one column to the right of the magnets (to stop the tide). Stack the melon catapults rows deep in the back but leave one column free (with pots) for the jalapeno. Use that empty column for bombing the enemy bombers and tough enemies (giants). Bobsled Bonanza A tough one. While you can use jalapenos to melt the ice, you will not be able to build the single one fast enough to counter the four lanes already iced over (this is the pool battlescape as well, requiring lily pads). An imitator (duping the jalapeno) is handy. The cheap spike weed (100) kills the ice machines once the ice is gone, but you will have a tough time building your defences with the lanes already starting off with ice. Zombie Nimble ZOmbie Quick All the units here can jump, so use the tall nut and think about using the imitator to duplicate shooting units or the tall nut. Gatling shooters with torchwood handles most of the problems quickly, but don't forget to grab the sun points to repair your forces. Whack a ZOmbie Use the mallet to destroy zombies (like in adventure mode). The hammer hit is powerful - three hits will destroy a bucket zombie. Use the grave buster to destroy graves for money and to manage the flow of enemies. Use the ice-shroom to stop enemies if there are too many for you to click-kill. The Last Stand You have 5000 sun points and must survive five zombie stages. If you survive, you can gain a few sun points to repair your units and move to the next wave (it will be about 300 sun points not oodles like in the beginning). Depending on the mix of zombies, pick your plants. If you see airborne (balloon) zombies, take a blover, cat tail, or cactus. For the most part, you can stack three or four Repeaters behind a torchwood and watch the parts shatter. A few magnet-shrooms and coffee beans can help weaken the tougher enemies (ladders, buckets, footballers) and a column of tall nuts with pumpkin shields can occupy most of the enemies (esp. the ones that jump). The key is to have the Repeaters fire quickly and kill everything once it shows up on the right edge of the screen. ZomBotany 2 Similar to the first ZomBotany, but uses the pool battlescape, which makes it harder to keep your walls afloat. Stack defences only when necessary and duplicate your walls with the imitator. Your walls are key to having a Repeater Row firing incendiary bullets. Wall-Nut Bowling 2 Similar to the first event, but has more zombies so you need to gauge what you can use more critically. Save the powerful explosives for the tough spots (and the appearances are random) and don't be afraid to let your lawn mowers kill a row if you're near the end. Pogo Party There are a lot of pogo zombies here. Duplicate the tall nut and use that plus the magnet-shrooms/coffee beans to cut the jumping zombies off at the knees. Dr. Zomboss' Revenge This is a slightly changed version of the final boss fight, but the rules are the same. Use the jalapeno and ice-shroom to counter the boss' fire and ice attacks. Don't forget to protect your soil pots as well. =============================================================================== Plants vs Zombies - PUZZLE =============================================================================== Vasebreaker Break the vases like in adventure mode and use the tiles to kill the zombies before they escape to the house. To the Left A variation where the Repeater is flipped so it always fires from the right to the left. Third Vase For vase stages, break everything in a single lane (or row) and see if you need to break more to uncover plant units to defeat zombies. Green vases always hold items (never enemies). Chain Reaction Suicide (Jack-in-the-box) zombies appear randomly and explode, breaking vases and uncovering new enemies or items. Rapid click and respond to the situation and you'll be fine. M is for Metal Bucket zombies will now appear, requiring clever use of magnets and placement of shooters and squash before they escape. Scary Potter More of the same but footballers and pole vaulters. Use the walls creatively and don't place units in the path of the footballers. Hokey Pokey You have spikes only and some walls and squash to kill zombies and the bucket zombies. Placement is critical in this one! Another Chain Reaction The second version of chain reaction has more suicide zombies. fast placement of the units will insure you don't let any zombies escape the left edge. Ace of Vase One of the jars has the gargantuar, and some have several tough zombies. Use the lantern (randomly placed) to see where the big dude it. Half of everything in this one is luck. If you can manage to get two or three repeaters on the gargantuar, it is slow enough to suck up the damage and die without any more interference. Vasebreaker Endless A mix of the above vase breaking games. Endless loop gives you money and practice. I, Zombie Play tyhe zombies and use your knowledge of the zombies and the plants to counter the plants. Since resources are limited, attack the sunflowers first. Each sunflower yields 200 sun points for zombies. Work your way from there. I, ZOmbie Too More zombies. Use special zombies to counter or avoid tough defences. Too bad this is not a versus game. Can You Dig It? Use the digger zombie to bypass into the richest resource lane to b